varying vec3 normal;
varying vec3 lightPos;
varying vec3 lightDir;
varying vec4 pos;
varying vec4 ProjShadow;

varying vec2 texture_coords;

void main()
{

   normal = normalize( gl_NormalMatrix * gl_Normal );

   pos = gl_ModelViewMatrix * gl_Vertex;
   lightPos = vec3(gl_LightSource[0].position);
   lightDir = normalize( lightPos - pos.xyz );
   
   texture_coords = vec2(gl_MultiTexCoord0);

	ProjShadow	= gl_TextureMatrix[2] * gl_Vertex;
   
   gl_FrontColor = gl_Color;

   gl_Position = ftransform();
} 

